Burning Orca Shops

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Started by BurningOrca 200 posts Page 8 of 10 View original ↗
  1. while NPC dialogue and this plugin works together, you dont need a npc image =)
    as for the skill shop, you can also buy an item and upon using it, learn the skill =)
    so that is already covert as well.

    seperate plugins are usefull, 1 main with compability, others like discount, switch, skill,
    etc, etc, etc when the main shop is installed, but doing this alrequire much more work.

    while others can create extensions (if allowed), or edit to make the main feature better,
    and on the otherisde also userfriendly while they dont have to choose all of them,
    if they only want 2 instead of full features (while most can be skipped).

    the idea is nice, but I wont recommended it for MV though which can basicly do anything,
    if anything is missing, like npc image (use NPC Dialogue plugin), if something else is missing,
    there is another shop plugin that can cover it up and add that feature =) so you dont have
    to cover everything that others can do, but small extension are possible.

    but to many shops for MV is something I wont do as well, (that is my opinion).

    so keep up the nice work, and dont overdo it :)
  2. Hey Orca!
    If you set the Type of stock quantity to Variable, the max stock quantity to set is 99.
    Variable above 99 can´t be used.

    love your plugin and keep up the nice work!^^
  3. Thanks for the report. It seems I've limited the stock quantity field to 99. Unfortunately I cannot set a limit depending on the type chosen. Should I remove the max limit or set it to 5000 (maximum amount of variables)?
  4. idk if you set it to 5000 (I think max variables is 2000), but idk if you set a limit
    to 99 than it also have this issue, it would best to try that out.

    but it would be a weird issue if you set a max value and you cant go over those variables.
  5. Hey Orca! Is there a way to show the stat comparison window like in one of your screenshots?
    gjghkjh.png
    Mine is looking like this:
    dfgdfgd.png
    Maybe I overlooked something....
    Or its because of other plugins...
  6. @Rakon My screenshots are from BO_CustomShops. To be honest I've never tested really tested equip items with BO_CustomShopsXL or didn't pay a close look onto the window. XL didn't display the stat comparison, because of how I've setup the shop goods in XL.
    I've fixed that now and also set the limit for the stock quantity to 5000.
  7. May I have a walkthrough if how to use this plugin please? Im new to RPGMV, I haven't found a way to learn how to use plugin commands. I love your features but really struggling to use it thank you!
  8. Which one, the normal one or XL. I would suggest using the normal one, as it is easier to set up.

    Here is a little walkthrough. I don't know if it will help, but I guess you will find tutorials on how to use plugins either in RPG Maker itself or here on the forum:

    Spoiler
    1. Open Plugin Manager: Double Click on the highlighted line or on XL in case you'll use XL.
    1627741302548.png

    2. After that you see the helpfile and all the available plugin parameters:
    1627741490879.png

    3. From here it is just double clicks on the parameters to open further settings and pop-up windows on which you can alter their values. The Shops have quite a lot sub options, so it might be confusing at the beginning. Double click on a empty line while being in the sub options of the "Shops"-Parameter will create an entirely new shop.

    4. In one of your events put down the following plugin command: "OpenShop YourShopName", e.g.
    1627741668605.png
    and don't use the "CloseShop"-Plugin Parameter unless you want the shop to be entirely deleted from your game, because otherwise the next time you'll open the shop again it will be newly generated from the plugin parameters and thus will have all it's stock refilled.

    And for plugin commands. Double click on an empty line in the event contents grid. On the pop-up window switch to the 3rd tab and select the very last option, then on the next pop-up window type it in as text:

    1627742045565.png
  9. EDIT: I've found the issue! It's not compatible with YEP_X_HideShowShopItems, which I forgot I still had switched on during testing. Not that it matters, as your plugin does everything I need it to. Removed that and we're golden :)

    Hi @BurningOrca ! Great plugin that does exactly what I need, as I have certain shops which only buy, not sell, and then only certain items can be sold to them.

    I am having a bit of a weird issue though - I use the XL in conjunction with the YEP ShopCore plugin, for reference.

    When I set stock limits, they appear to work initially - for example, it will say (5) next to an item and I can only buy 5 of that item at once. But after making the purchase, the shop still says 5 of that item are available! Sure enough, I can buy another 5, ad-infinitum.

    This happens regardless of price, item, and amount for sale.

    Any clues? Also, what's the difference between regular and XL? I couldn't find that anywhere :)

    Cheers!

    Mat
  10. XL has a little bit more features and the regular version is compatible with a lot more plugins. Trying to implement some features myself in XL in my own way broke compatibility to some plugins e.g. Yanfly's More Currencies etc.
  11. Hello there! I'm using your plugin alongside YEP Shop Core and an edited version of NPC Dialogue shop that removes the event dialogue command (because I had no use for it in my game) and I can't seem to remove the equip menu from the shop, even with the plugin command disabled to remove it. Any idea why? Thanks for the help!

    EDIT: Actually, it causes a few problems after more testing. Like, sometimes the equip tab appears twice, but the second equip tab is actually the dialogue tab which I don't want. If I have a shop set to buy and sell, the cancel tab will disappear completely. Also tried removing the edit command from shop core using the plugin parameters but that didn't work either.
  12. @NikkiKaji is BO below YEP_ShopCore or above? if above, place it below,
    what other shop plugins do you use more?

    to see what it cause and what could be overwritten/conflict.
  13. ShadowDragon said:
    @NikkiKaji is BO below YEP_ShopCore or above? if above, place it below,
    what other shop plugins do you use more?

    to see what it cause and what could be overwritten/conflict.
    It's under both the shop core and the npc dialogue plugins, and along with those I use the YEP more currencies as well.
  14. can you screenshot your database, and ingame screenshot how it's
    looking at the moment, maybe a mockup of end result you aiming for?
  15. NikkiKaji said:
    Hello there! I'm using your plugin alongside YEP Shop Core and an edited version of NPC Dialogue shop that removes the event dialogue command (because I had no use for it in my game) and I can't seem to remove the equip menu from the shop, even with the plugin command disabled to remove it. Any idea why? Thanks for the help!

    EDIT: Actually, it causes a few problems after more testing. Like, sometimes the equip tab appears twice, but the second equip tab is actually the dialogue tab which I don't want. If I have a shop set to buy and sell, the cancel tab will disappear completely. Also tried removing the edit command from shop core using the plugin parameters but that didn't work either.
    Sorry I've just seen your message today!
    How did you change NPCDialogueShop?
    Did you remove the overwrite to Window_ShopCommand.prototype.makeCommandList?
    If so could you please try out to modify my plugin as well by removing the overwrites to
    - Window_ShopCommand.prototype.makeCommandList
    - Window_ShopCommand.prototype.addCustomCommands
    and see if it works afterwards?
  16. Hi, apologies for the late reply. In the NPC Dialogue plugin, I altered:

    Window_ShopCommand.prototype.maxItems = function() {
    return 3; (previously it was 4)
    };

    and I added slashes before these commands:
    //this._commandWindow.setHandler('event', this.commandCommonEvent.bind(this));
    //this.addCommand(commonEventName, 'event');

    I wasn't exactly sure what to change in your plugin to make things work though.

    BurningOrca said:
    Sorry I've just seen your message today!
    How did you change NPCDialogueShop?
    Did you remove the overwrite to Window_ShopCommand.prototype.makeCommandList?
    If so could you please try out to modify my plugin as well by removing the overwrites to
    - Window_ShopCommand.prototype.makeCommandList
    - Window_ShopCommand.prototype.addCustomCommands
    and see if it works afterwards?
  17. I would suggest that you completely comment out the code around Window_ShopCommand in NPCDialogueShop.js with /**/, if you don't need the event command at all like this:

    JavaScript:
    /*//-----------------------------------------------------------------------------
    // Window_ShopCommand
    //
    Window_ShopCommand.prototype.maxCols = function() {
        return 4;
    };
    
    Window_ShopCommand.prototype.makeCommandList = function() {
        this.addCommand(TextManager.buy,    'buy');
        this.addCommand(TextManager.sell,   'sell',   !this._purchaseOnly);
        this.addCommand(commonEventName,   'event');
        this.addCommand(TextManager.cancel, 'cancel');
    };*/

    I don't know if this makes a difference if NPCDialogueShop is put above YEP_ShopMenuCore, but if put below commenting out these functions will ensure better compatibility.

    Afterwards comment out the whole code of
    Window_ShopCommand.prototype.makeCommandList and Window_ShopCommand.prototype.addCustomCommands in my plugin the same way.
    These functions just contain compatibility fixes, that I had to add to my plugin to make it work for users that use both YEP and NPCDialogueShop together with my plugin, as the later two are actually not really compatible unless mjshi changed that in the meantime.

    I've now tested it in a test project of mine with the modified versions of NPCDialogueShop and my plugin. My suggestion works.

    You could also PM me and I can give you the already modified version of my plugin, but if you do so, please tell me whether you use the normal or the XL version!
  18. Hi!

    I'm working on my menus those days and I just love this great plugin. I had a question though, but I think it's probably me who just missed something.

    I wanted an item to be only sellable in one particuliar shop. But this shop is otherwise a Sell&Buy shop. So I check 'false' on 'Sell only goods that can be bought' in the plugin parameters. But I realized that this won't prevent the player for selling this good in others shops, because there will be several main shops (like general stores) where this function will also be checked as 'false'.

    So, I have this sell&buy shop working well, but I want one item to be only sellable there. Then, I tried to go around by checking 'true' on 'Sell only goods that can be bought', by telling myself that I'll just make it so this item is never displayed in the shop. But when I configure my shop, it seems that it's mandatory to enter the list of items sold by the shop and an amount (where 0 means 'infinite' and not 'nothing'). So something will always appear in the shop.
    Plus, the item-I-want-only-to-sell-there is very peculiar and can't just be 'sold out' and greyed in the shop. As I want the 'sold out' option to stay visible in other shops, I can't make either an 'immediately sold out item' that would disappear instantly from the shop because the 'display sold out items' would be 'false'.

    I just... don't find a way ^^
    Do you have any little hints? I'm on MV, not using the XL. I'm not a fan of MZ.
    Again, thanks a lot for this amazing plugin and your help!
  19. @Spocker you can allow a specific to only "sell" item by plugin command
    of "goods_Shop" or run that shop by a common event.
    and make a more general shops that doesn't have that item.

    another way (didn't test it) is to use Javascript part for shopts, to see
    if the player has that shop open with the specific name that sell that item,
    otherwise, it's not there.

    while that is a bit advanced to use in XL, it might work in the other plugin as well.
    but I dont know how exactly to put that part up.

    if you have JS knowledge or some, you can set it up nicely.
  20. So sorry for the delay, I don't think I understood your answer. As I said just above, I doesn't use XL as I'm on MV ^^.

    I don't want the shop to only sell me items. On the contrary, I would like my Player to be able to buy&sell with the shop, as per usual. But there is one item that the player collects that should only be sold to that specific shop, and that the shop can't possess before that.

    For instance, let's say that a shop is a flower shop. And that the player find a very very rare species. He can only sell it to that flower shop, not to any other. And the shop can't have it beforehand, because of how rare it is (and lucrative I hope).
    But it's not a sell-only shop, as the player can buy&sell a lot of other flowers and else.

    So, how do I do with BO_CustomShops to have one item that can only be sold to one shop? I hope it's clearer.
    If you answered me and I just didn't understand it, I'm really sorry, could you explain it differently?